New Knight's Awful Global Cooldown and Bugs
I was super excited to get my hands on Knight after his rework. I've been saying since his release that he should be able to cycle between his guards so you can make a tactical choice depending on the situation. And he felt amazing in the PTB. You had that choice and also really felt incentivized to use different guards while the one you just used was on cooldown. His power was a lot less clunky.
However, with the live release implementation of the global cooldown shared across all guards, there's no incentive to switch to another guard. You can keep using the same guard over and over and it won't make a difference because you'll still be waiting the same amount of cooldown time between each power usage, which is an agonizingly long time currently. This makes him feel a lot more clunky and less versatile. It's also less engaging for survivors if the Knight just uses the same guard all game.
Please revert the global cooldown change. Give each guard their own independent cooldown and make each one slightly longer if you have to. As it stands right now, without the ability to immediately switch to a different available guard after sending one out, Knight spends way too long waiting for his power to come back and is way too weak as a result.
Also, Knight still has a ton of bugs that need to be addressed. Here's a list compiled by Pix (Knight's Wife):
Comments
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Knight need buff.
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Oh most definitely. Assuming they remove the global cooldown, I think it would be cool if sending out a guard didn't cancel any active guards. That way you can have multiple guards active at the same time. Just make a stipulation that a second guard can't spot and start hunting a survivor that's already being hunted.
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